요약
제1장 서론·················································································1
1. 연구의 배경 및 목적····························································· 1
2. 연구내용 및 연구방법··························································· 3
1) 주요 연구내용··································································· 3
2) 연구방법············································································ 5
제2장 이론적 연관 모델 및 사례연구··································9
1. 산업 클러스터 및 산학연관 협력모델 이론······················· 9
2. 상암-판교 클러스터 VR산업 허브화 모델······················· 13
3. 시사점··················································································· 17
1) VR클러스터 구축을 위한 인프라 확립······················· 17
2) 산학연관 협력모델의 유효성········································ 19
3) 스마트센텀 엔터테인먼트문화 조성····························· 21
제3장 VR 생태계(CPND) 현황·················································24
1. 글로벌 기술동향 및 비즈니스모델 구축 현황················· 25
1) 글로벌 기술트렌드 동향 : VR은 제4차 디지털 플랫폼의
출발점 ············································································· 25
2) 특징 : VR헤드셋 중심 플랫폼 비즈니스모델 구축 및 시
장 경쟁 ··········································································· 58
3) 중국 및 일본의 VR산업 동향 및 특징······················· 66
2. 상암-판교 클러스터 CPND 현황······································ 87
1) CPND 특징 : 국내 VR산업 동향································ 87
2) 2016 코리아VR페스티벌 의의··································· 103
3) 대기업 동향 : 롯데, CGV, VR 조선························ 107
3. 부산VR(BVR) 클러스터 CPND 현황······························· 111
1) CPND 특징 : 50인 VR전문가 인터뷰 결과············ 112
2) BVR R&D 과제 : R&BD와 Bustar 정비················· 117
3) VC로서 크라우드펀드 현황 : 금융권 및 다양한 콘텐츠
제작지원 ······································································· 121
4) 중국진출 사례 : 항조우/리쉐이 한국기업 지원센터 소개
및 비틀 사례 ································································ 131
5) 지스타와 차이나조이 : 상생의 차별화 가능성········ 141
6) IP를 통한 BVR 콘텐츠 부가가치 전망 : 부산웹툰 IP 융합
비전을 통한 BVR 비즈니스모델······························· 162
7) 지속가능한 BVR 선제조건 : 급변·유동적인 트렌드 대응
의 BVR거버넌스·························································· 189
제4장 부산VR(BVR) 사례 :‘사업에서 산업으로’전망·····199
1. 사례 1 (B2B) : 부산가상증강현실융복합센터 ·············· 201
1) CPND 특징 : 부산정보산업진흥원(BIPA) 지원현황 201
2) 산업 전망 : 선도기업 유치 전망 및 인디VR 토양 저변화
기대 ··············································································· 203
2. 사례 2 (B2B) : 인디 VR게임·········································· 214
1) CPND 특징 : 부산정보산업진흥원(BIPA) 지원현황 214
2) 산업 전망 : 2016 BICFest를 통해본 부산 인디 VR게임
의 비전 ··············································································· 221
3. 사례 3 (B2B) : VR시네마················································ 231
1) CPND 특징 : 부산영상위원회(BFC) 지원현황········ 231
2) 산업 전망 : 새로운 영상문법 과제를 안고 출발하는 부산
VR시네마······································································ 233
4. 기타 : B2B 및 B2C 비전················································· 241
1) 일반제조업과 VR의 융합 비전·································· 241
2) 니치마켓 지역특화 VR사업 전망······························ 245
제5장 결론 : BVR 비전 및 과제·········································254
참고문헌 ······················································································· 262
부록
1. 글로벌 모바일게임 퍼블리셔 리스트·································· 268
2. 인터뷰 보고서 사례 2 ·························································· 271
3. Special Thanks ··································································· 275
<그림-요약> 지속가능한 BVR 생태계(연구개요) ······················ⅶ
<그림-차례> We Keep Moving Forward(월트 디즈니) ········ⅻ
<그림 1-1> 지속가능한 BVR 생태계 개념 지형도···················· 4
<그림 1-2> BVR 매트릭스··························································· 8
<그림 2-1> 1차에서 4차 산업혁명까지···································· 10
<그림 2-2> 산업군집의 유형별 발전단계································· 11
<그림 2-3> 센텀스마트밸리 지역현황······································ 12
<그림 2-4> 센텀밸리를 완성시킬 제2센텀시티 조감도·········· 14
<그림 2-5> 소피아 앙티폴리스 전경········································ 15
<그림 2-6> 상암 DMC ································································ 17
<그림 2-7> 판교테크노밸리 글로벌 R&D센터 조감도··········· 17
<그림 2-8> 센텀시티 미착공 부지 현황··································· 19
<그림 3-1> VR은 제4차 디지털 플랫폼의 출발점·················· 24
<그림 3-2> VR·AR·MR의 상대적 개념···································· 25
<그림 3-3> VR헤드셋 구조 및 VR 현존감 구현 3요소········ 26
<그림 3-4> MS 윈도우10 VR헤드셋과 홀로렌즈··················· 28
<그림 3-5> 매직맆의 MR 시연모습·········································· 29
<그림 3-6> 애플의 VR·AR헤드셋 ‘브릿지’ ······························ 30
<그림 3-7> 간편하게 업그레이드 중인 VR·AR 헤드셋·········· 30
<그림 3-8> VR·AR·MR 기술트렌드 지형도····························· 32
<그림 3-9> 오큘러스의 소셜웹 VR ·········································· 33
<그림 3-10> VR멀미의 원인은 지연(Latency) ······················· 34
<그림 3-11> VR멀미를 최소화에 도움되는 트레드밀············ 36
<그림 3-12> VR헤드셋의 디스플레이 구현 원리···················· 38
<그림 3-13> 차세대 웨어러블 디스플레이 구글렌즈·············· 39
<그림 3-14> 특허 관련 매직맆의 센서리웨어 구상안과 애플 AR
관련 허공의 손짓 관련 기술 ······························· 42
<그림 3-15> VR 기술트렌드 동향············································ 44
<그림 3-16> VR기술 응용전망 동향········································ 45
<그림 3-17> 감기약 VR광고와 현대백화점 VR스토어··········· 45
<그림 3-18> VR은 기술을 넘어 이제는 미디어····················· 47
<그림 3-19> 기업별 VR 기술트렌드 동향······························· 48
<그림 3-20> 2025년 기준 VR관련 산업규모 전망················· 49
<그림 3-21> 2025년 기준 VR·AR 산업 전망························· 51
<그림 3-22> 가트너 하이프 사이클 개념································ 51
<그림 3-23> 2016 가트너 시장동향 하이프 분석·················· 52
<그림 3-24> 다양한 2020 VR·AR 관련 시장동향 분석········ 54
<그림 3-25> 2016년 1/4분기 VR·AR 투자상황····················· 56
<그림 3-26> VR관련 관심도 변화············································ 56
<그림 3-27> 세계 VR시장 생태계 현황··································· 57
<그림 3-28> 아마존 초기 플랫폼 비즈니스모델 개념············ 60
<그림 3-29> 글로벌기업 VR플랫폼 비즈니스모델 개념········ 62
<그림 3-30> OSVR(오픈소스 VR) 헤드셋 구조······················ 66
<그림 3-31> 알리바바의 VR쇼핑 BUY+(바이플러스) ············· 68
<그림 3-32> 바이두 VR채널······················································ 70
<그림 3-33> VR스마트폰 ‘다링’ & 중국 VR시장 규모········· 71
<그림 3-34> 중국 VR시장 현황················································ 72
<그림 3-35> 중국 VR체험존을 소개하는 포스터···················· 74
<그림 3-36> 바이브전용 VR방 & 샌프란시코 VR트럭·········· 74
<그림 3-37> 일본 VR시장 현황················································ 75
<그림 3-38> PS VR 헤드셋······················································ 77
<그림 3-39> 닌텐도 게임기 '스위치'와 파트너십··················· 79
<그림 3-40> 닌텐도의 MR '포켓몬고' ····································· 79
<그림 3-41> 닌텐도의 3D 게임기 '버추얼보이' ····················· 81
<그림 3-42> 도쿄의 세가 조이폴리스······································ 84
<그림 3-43> 조이폴리스의 제로레이턴시 워킹VR ·················· 84
<그림 3-44> 진보적 일본 IT 시사의 AI 미니로봇················· 85
<그림 3-45> 실감융합형 콘텐츠산업 현황 개요····················· 86
<그림 3-46> 국내 주요 게임개발사의 VR콘텐츠···················· 89
<그림 3-47> 국내개발사 스코넥의 '모탈블리츠VR' ··············· 90
<그림 3-48> 기어VR 4D시뮬레이션과 '우주관람차VR' ········· 90
<그림 3-49> SKT VR·AR 통합 플랫폼 'T real' ··················· 91
<그림 3-50> KT 프로야구 VR 생중계····································· 92
<그림 3-51> VR 웨어러블 시장 전망······································ 93
<그림 3-52> 국내 VR시장 전망················································ 94
<그림 3-53> 국내 VR관련 주요기업········································ 94
<그림 3-54> 2016 국내 VR 생태계········································· 97
<그림 3-55> VR 5대선도프로젝트 및 상암계획··················· 101
<그림 3-56> KVRF 2016 : VR+Experience ························ 103
<그림 3-57> KVRF 2016 : 유니크 VRExperience ············ 106
<그림 3-58> 롯데 VR테마파크 & 롤러코스터VR ················· 108
<그림 3-59> CGV의 스크린X는 인간의 시각적 욕망의 확장성을
기반으로 기획된 영상미학 ································· 109
<그림 3-60> VR 매트릭스······················································· 110
<그림 3-61> 부산 VR 개발자 커뮤니티································· 112
<그림 3-62> BVR거버넌스······················································· 114
<그림 3-63> BVR 게임개발사 리스트···································· 115
<그림 3-64> VR 전문가 인터뷰 결과···································· 116
<그림 3-65> BVR R&D : R&BD ············································ 117
<그림 3-66> 중국기업의 한국기업 투자현황························· 124
<그림 3-67> 크라우드펀딩 규제완화 및 투자형 크라우드펀딩 플
랫폼 인크 ····························································· 125
<그림 3-68> 2016년 삼성 투자 현황····································· 127
<그림 3-69> 부산창업 생태계 관계자 토크쇼······················· 127
<그림 3-70> CENTAP, 창업의 날개를 달다························· 129
<그림 3-71> BVR의 전략적 타겟 글로벌은 중국················· 131
<그림 3-72> 스타트업이 실패하는 원인 20 ·························· 133
<그림 3-73> 항조우 한국게임개발사지원센터······················· 136
<그림 3-74> 부산-하얼빈 IT·VR 산업협력··························· 140
<그림 3-75> 2016 지스타 개요 및 지역경제 효과·············· 142
<그림 3-76> 2016 지스타 전시 공간개념····························· 142
<그림 3-77> 언리얼 엔진기반 인터랙티브스토리텔링 VR콘텐츠
의 EVR스튜디오 ‘프로젝트M’ ························· 144
<그림 3-78> BVR 핸드메이드게임의 ‘VR크랭가’ ················· 146
<그림 3-79> 소니 & 홍빈네트워크코리아 부스···················· 147
<그림 3-80> 신스타임즈 '해전1942' 야외부스····················· 147
<그림 3-81> 지스타 지하철 테마열차···································· 148
<그림 3-82> 2016 지스타 참가 BVR기업 리스트················ 149
<그림 3-83> HTC바이브 한국 공식런칭 및 부산가상증강현실융
복합센터 구축 MOU 협약·································· 150
<그림 3-84> BVR 부스 및 VR시연 전경······························ 151
<그림 3-85> 차이나조이의 확대된 규모 전시장··················· 152
<그림 3-86> 차이나조이 VR전시장 전경······························· 155
<그림 3-87> 오버워치 한국우승 & 지스타 e-스포츠·········· 158
<그림 3-88> 2016 K-Star페스티벌의 VR체험존················· 161
<그림 3-89> 인터랙티브 어드벤처VR게임 ‘프로젝트M’ ······ 164
<그림 3-90> 게임산업의 흐름, 멀티플랫폼··························· 165
<그림 3-91> IP의 힘-OSMU ··················································· 166
<그림 3-92> 2015 AFM E-IP 전시와 2016 결산발표········ 168
<그림 3-93> 디즈니 콘텐츠제국의 OSMU전략(1957) ·········· 168
<그림 3-94> 리듬레이싱 VR게임 '썸퍼' ································ 169
<그림 3-95> 킬러IP, 공포VR게임 ‘화이트데이스완송’ ········ 171
<그림 3-96> 최근 정부가 발표한 IP규제 개선방안·············· 174
<그림 3-97> '포코팡'의 지스타 VR개념································ 175
<그림 3-98> 웹툰BVR의 비전················································· 177
<그림 3-99> 디콘E&M의 웹툰VR ··········································· 178
<그림 3-100> 웹툰VR '해피캐슬' 지스타 시연장················· 180
<그림 3-101> 가브린트의 웹툰 호러VR ································ 180
<그림 3-102> VR체험존 계획의 영화의전당 더블콘············ 181
<그림 3-103> 2014 플랫폼별 국내게임시장 비율················ 183
<그림 3-104> VR방 브이알플러스 남포점 & 광주 VR카페 인터
세이브 전경, 대만의 바이브랜드····················· 185
<그림 3-105> 네이버-카카오의 생태계 정비 및 콘텐츠 강화 발표 ········································································· 188
<그림 3-106> BVR 멀티플랫폼 비즈니스 개념····················· 188
<그림 3-107> BVR CPND 생태계 현황································ 189
<그림 3-108> 지속가능한 BVR 부가가치 비전····················· 191
<그림 3-109> VR전문가 정책제언 이슈································ 192
<그림 3-110> 부산게임산업협회 주최의 VR활동················· 194
<그림 3-111> BVR 콘트롤타워&거버넌스 관계지형도(안) ·· 198
<그림 4-1> 알리바바 마윈의 스타트업 코멘트····················· 199
<그림 4-2> 주목할만한 BVR사업 리스트 현황····················· 201
<그림 4-3> 부산가상증강현실융복합지원센터······················· 203
<그림 4-4> 라이트하우스 개념도 & 바이브포트·················· 205
<그림 4-5> 부산가상증강현실융복합지원센터의 글로벌 플랫폼
관계 지형도 ·························································· 206
<그림 4-6> 세계 게임시장 콘솔 플랫폼 비중······················· 208
<그림 4-7> 지스타 PS-BIPA MOU ········································ 208
<그림 4-8> (가칭)바이브 VR아카데미와 부산게임아카데미의 상
생과제 ····································································· 213
<그림 4-9> BVR 생태계의 근원 인디 VR게임····················· 214
<그림 4-10> MS의 AR게임으로도 출시된 세계적인 인디게임 '마
인크래프트' ·························································· 215
<그림 4-11> 인디의 의미························································· 216
<그림 4-12> 다양한 인디행사 및 국내외 주목받고 있는 인디게임
과 인디VR ···························································· 217
<그림 4-13> 2016 지넥스트 게임잼 포스터·························· 218
<그림 4-14> 인디라! 인디게임개발자모임····························· 219
<그림 4-15> ‘룸즈VR’ 오큘러스 런칭에 이어 재차 타이틀 선정된
BVR 핸드메이드게임의 ‘크랭가VR’ ·················· 221
<그림 4-16> 게임계의 선댄스, 2016 인디 케이드페스티벌 임팩
트 어워드 ‘레플리카’의 소미 & 2016 지스타 인디
공동관의 소미 부스 ············································ 221
<그림 4-17> 노란색&검은색 매치가 심볼인 BICFest 관련 국내외
인디행사 ······························································· 222
<그림 4-18> 넥슨 e-스포츠대회 전경···································· 223
<그림 4-19> 팍스이스트와 함께 격년으로 개최하는 미국의 인디
게임쇼 팍스웨스트 ·············································· 225
<그림 4-20> 2016 BICFest 참가자········································ 226
<그림 4-21> 인디정신과 조화로운 기하급수기업 사례 '랠리파이
터' ········································································· 229
<그림 4-22> BVR의 토양이 될 인디정신······························ 230
<그림 4-23> ETRI Cox Cinema 컨소시움 개념················· 233
<그림 4-24> PS VR 게임의 '배트맨 아캄' ··························· 235
<그림 4-25> '마션 익스피리언스' & 시뮬레이션 VR게임 '마션
드림즈' ································································ 235
<그림 4-26> 선댄스영화제의 VR ‘동물의 시선으로’ ··········· 236
<그림 4-27> 라이언킹 & 장이머우 VR시네마 제작발표····· 237
<그림 4-28> 에미상 수상의 오큘러스스토리스튜디오의 '헨리' &
2017 선댄스 참가의 '디어 안젤리카' ··············· 239
<그림 4-29> BFC & 구글 단편 SF VR시네마 '헬프' ········· 239
<그림 4-30> 칸광고제 입선 현대자동차의 ‘고잉홈VR' ······· 239
<그림 4-31> BVR 동호전자의 시뮬레이터 4D ‘맥스라이더’ & 센
텀 신세계 백화점 지하 1층 VR존···················· 242
<그림 4-32> BVR 유캔스타의 ‘블라인드 VR카탈로그’ & BVR 일
링스의 캐릭터 곤 시뮬레이션게임 상해 캐릭터페어
참가 모습 ····························································· 242
<그림 4-33> 지스타 시뮬레이션 VR게임 & 코리아VR페스티벌의
로봇 VR ································································ 243
<그림 4-34> 지스타 전시의 햅틱기술 관련 웨어러블 기기 & 시뮬
레이션 게임 ·························································· 244
<그림 4-35> ‘청소년 심리치유 VR 메이커 스페이스’의 감성놀이
터와 어린이·청소년들········································· 247
<그림 4-36> BVR 어린이콘텐츠 ‘와들와들 펭귄VR' & BVR 퍼니
스톤 '풍선놀이', 그리고 부산 어린이·청소년의 VR
체험 장면 ····························································· 248
<그림 4-37> 중국 VR포털 87870닷컴의 해피플레이스 소개 뉴스
화면 ······································································· 249
<그림 4-38> 과학마을축제 이벤트 및 3D페인팅 교육툴 VR, 구글
익스페디션 교육프로그램 ··································· 250
<그림 4-39> 미국 교육부 VR·AR 교육시뮬레이션 설계공모 안내
및 수업 전경 ························································ 251
<그림 4-40> 성시스티나 성당의 '천지창조VR' & 간송미술관 작
품 VR관람 ‘보화각’, 그리고 다양한 아트웍에 관련
된 VR 이미지······················································ 252
<그림 5-1> 아마존-부산 클라우드 혁신센터························· 254
<그림 5-2> 개방형 디코노미 개념·········································· 255
<그림 5-3> 2016 VR헤드셋 판매현황···································· 258